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Welcome to the Metanoia Engine Tumblr!

@metanoia-engine

We're Metanoia Engine! A work-in-progress D% TTRPG where you can be whatever and do whatever you want! Play here! https://www.metanoia-engine.com/

Update Log - Patreon Post (With FREE sections to read!)

Hey! Great news, We're not dead!

We, very fortunately, were saved by some of our very lovely fans who offered to help us, and we are very grateful to keep going.

I have an update log for that in some more depth, plus more in this new post. That you, yes, you! Can read right now at no charge! It's free for you to see what's been going on with our system.

We post weekly free updates, with paid updates attached to the bottom of the same post. For the more super juicy stuff that we can't reveal to everyone just yet...

Consider reading by pressing the link below, and feel free to let me know what you think :)

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Reblogged

The Solo Game Development Death Spiral

Forgive me for this, but I'm gonna get a bit personal here, a heart-to-heart. It's a last-ditch effort to keep this project alive, or serve as a warning for future game developers to consider, should they find themselves upon this post.

I spoke about this a bit more in the paid section on most recent update on the Patreon (and have been generally for years to many people), but I think I should sort of elaborate with it a bit further to everyone here too.

As a solo dev for a game, especially one that doesn't really have the funding of larger (or even a lot of smaller) projects, trying to work on this project, it gets so hard to manage everything. I don't know how the others manage to do it.

For TTRPGs atleast, not self imposed, but from my audience and what the algorithms require of me, the bare minimum that i must do to keep this operating is as follows:

  • Work on the game and release an update every couple of months.
  • Respond to the play-by-post once per day.
  • Post on all of the social medias once per day.

Now, normally, this is pretty easy for most, but I spend up to 9am-2am frequently to even fulfill all of these requirements, and I have the added stress and requirements of trying to manage all of this ontop of finding a full-time job to meet the requirements of social housing within 3-6 months.

The consequences get a bit dire and morale drops with my fanbase if I don't do this constantly, to the point where I had someone online stalk my advertisements online and flame them to make it harder for me to advertise to more players solely because I wasn't able to keep up with an amount of posts every time. This sucks, and I understand why they're angry, but it really isn't a capability for me right now, especially in such a critical time.

Asking for help from others in the community to assist in these things hasn't really been an option that provides results because everyone's busy and going through their own stuff, or doesn't want to assist. It's not their fault and entirely justifiable, I'm unable to pay them because I don't really make anything significant from this game, let alone being something as esoteric and different as other projects.

With this whole cycle, finally, after ten years, the game is dying, either slowly, or I can put it out of it's misery now and get rid of it and just do something else. Which really sucks, because we were so close to reaching that point of actually making it really good with proper production processes, layouts, rebalancing, rewording, and getting ready for an official release, separating the over 1,400 page works into different books, etc.

What I'm saying is, it hurts to watch something you've spent your most of your life on crumble essentially into dust because it's different from other games, it has a spot in the market because it did everything that the other games released like Daggerheart and Pathfinder 2e had years before they were even conceptualised. It's not approachable because it's so vast, yet so meticulous, but so freeing and strange that it startles and shakes the foundational knowledge and basis of the TTRPG world. And there's really nothing you can personally do to fix or stop it.

I don't think I'd willingly wish this feeling upon anyone, it hurts to know that there are others out there that also have felt this same pain. I apologise to all those creatives that ever got this far with something only to fail now.

If you want to support this or prevent this game from dying, play it, host the game for your friends, look at the rules, check out our website, subscribe to the Patreon, offer to help out with the play-by-post or these social medias, any help is appreciated.

For now, I have 3-6 months at the very latest to do something to keep this alive, so I want to spend them doing as much as I can for this work that got me through so much of this beautifully messed up world.

Thank you for reading, if you managed to read this far. Hopefully this will not be the last post, but if it is, we had a good run.

I've created a google form to consolidate any volunteers. Unfortunately, we have only had 2 people offer since creating this post across all of our platforms. We really are going to die at this rate.

If you want to prevent this, please fill in the below form and I will reach out to you.

I thank you to everyone who is able to offer assistance, because without it, this game is dead. I will wait until Sunday the 19th of April before considering and beginning our shutdown procedures.

The Solo Game Development Death Spiral

Forgive me for this, but I'm gonna get a bit personal here, a heart-to-heart. It's a last-ditch effort to keep this project alive, or serve as a warning for future game developers to consider, should they find themselves upon this post.

I spoke about this a bit more in the paid section on most recent update on the Patreon (and have been generally for years to many people), but I think I should sort of elaborate with it a bit further to everyone here too.

As a solo dev for a game, especially one that doesn't really have the funding of larger (or even a lot of smaller) projects, trying to work on this project, it gets so hard to manage everything. I don't know how the others manage to do it.

For TTRPGs atleast, not self imposed, but from my audience and what the algorithms require of me, the bare minimum that i must do to keep this operating is as follows:

  • Work on the game and release an update every couple of months.
  • Respond to the play-by-post once per day.
  • Post on all of the social medias once per day.

Now, normally, this is pretty easy for most, but I spend up to 9am-2am frequently to even fulfill all of these requirements, and I have the added stress and requirements of trying to manage all of this ontop of finding a full-time job to meet the requirements of social housing within 3-6 months.

The consequences get a bit dire and morale drops with my fanbase if I don't do this constantly, to the point where I had someone online stalk my advertisements online and flame them to make it harder for me to advertise to more players solely because I wasn't able to keep up with an amount of posts every time. This sucks, and I understand why they're angry, but it really isn't a capability for me right now, especially in such a critical time.

Asking for help from others in the community to assist in these things hasn't really been an option that provides results because everyone's busy and going through their own stuff, or doesn't want to assist. It's not their fault and entirely justifiable, I'm unable to pay them because I don't really make anything significant from this game, let alone being something as esoteric and different as other projects.

With this whole cycle, finally, after ten years, the game is dying, either slowly, or I can put it out of it's misery now and get rid of it and just do something else. Which really sucks, because we were so close to reaching that point of actually making it really good with proper production processes, layouts, rebalancing, rewording, and getting ready for an official release, separating the over 1,400 page works into different books, etc.

What I'm saying is, it hurts to watch something you've spent your most of your life on crumble essentially into dust because it's different from other games, it has a spot in the market because it did everything that the other games released like Daggerheart and Pathfinder 2e had years before they were even conceptualised. It's not approachable because it's so vast, yet so meticulous, but so freeing and strange that it startles and shakes the foundational knowledge and basis of the TTRPG world. And there's really nothing you can personally do to fix or stop it.

I don't think I'd willingly wish this feeling upon anyone, it hurts to know that there are others out there that also have felt this same pain. I apologise to all those creatives that ever got this far with something only to fail now.

If you want to support this or prevent this game from dying, play it, host the game for your friends, look at the rules, check out our website, subscribe to the Patreon, offer to help out with the play-by-post or these social medias, any help is appreciated.

For now, I have 3-6 months at the very latest to do something to keep this alive, so I want to spend them doing as much as I can for this work that got me through so much of this beautifully messed up world.

Thank you for reading, if you managed to read this far. Hopefully this will not be the last post, but if it is, we had a good run.

Eyecon 2026!

Hosted our module "The Heist" at Eyecon 2026 this year! Went incredibly well :) Multiple references, turns and twists (as well as gaining the powers of a god and trying to fix the entirety of reality!)

I dressed up as "Harry du Bois" from Disco Elysium, seemed fitting to dress up as Revachol's finest for a Heist.

We're back!

I finally have the pleasure to announce, after a long hiatus, our pbps are finally back up for everyone to play again on our discord server, where you can meet other like-minded TTRPG people!

It's incredibly exciting to be able to get this up and running once again so more people can experience this game that I've worked on for 10 years. If you're interested in playing, feel free to check out our website! We host it all on our discord.

I can barely contain myself about all of it!!!! ahh!!!!!!

My birthdays in a month!

... not the games, but me! (Mucho), the creator of all of this!

Cant believe it's been nearly 11 years since I started all of this. It's been such a journey with this project. Makes me wonder what it will look like in the future.

If you told me my TTRPG would be this big nearly 7 years ago I would have called you crazy lol.

I hope to be here and much bigger for another 11. So, here's hoping.

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Announcing our first TTRPG Module, The Heist! Steal a Time Travel Device from a Museum Auction.

Coming soon. Around the end of the month.

Interested? Let's keep going...

The Heist is a 1-3 hour demo module designed to introduce both GMs and Players to the syetem, with options to extend the game to a full-length campaign. It is adaptable to pre-existing games and features an open ending to play beyond the campaign.

It has a fully detailed open world as you explore New Port Hunding, a large city with a focus on various fine arts and culture.

Multiple optional storylines exist to increase the length and replayability of the campaign, no one run is the same.

There are three routes you can pursue, each being able to effortlessly blend with one another, and six endings that players can end up with.

The Museum is fully detailed, allowing you to actually just explore each exhibit and learn the history of the entire universe.

There's four pre-made builds that can mix-and-match, with the ability to quick start by selecting a prewritten backstory, and an option to make your own character if you would like to.

The adventure is a level 1-3 adventure but can be scaled appropriately.

We have 20 different faction police that are randomised with each having their own approach on how to deal with the players and unique units for each, as well as random generation for where the device is located.

I wanted to really put everything I can into this module. You can spend hours and multiple sessions exploring the layout. And I wanted to give it to others for free (like our online rulebook) to help people get into our game and understand what we do here.

This free TTRPG Module might be 1-3 hours as a demo, sure, but you will need to spend 50-60 hours to really see absolutely everything.

There's a custom rogue-like option to even further increase the replayability of the module.

Hopefully you'll enjoy it once it comes out! :)

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It's taken me about 10 years, but after working on this TTRPG for as long, I think I've finally realised that I've just created a card game that masquerades itself as a TTRPG.

You basically deck build by choosing your abilities each time you create a character and level up.

You spend a set resource (TP) to perform actions which replenish fully per round. You also do need MP and SP to use certain abilities.

Abilities are merely the cards you can choose to add to your deck. And you always have all cards in hand.

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